armory/blender/arm/material/cycles_nodes/nodes_texture.py

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import os
from typing import Union
import bpy
import arm.assets as assets
import arm.make_world as make_world
import arm.material.cycles_functions as c_functions
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import arm.material.cycles as c
from arm.material.parser_state import ParserState
from arm.material.shader import floatstr, vec3str
import arm.utils
import arm.write_probes as write_probes
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def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_brick)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
# Color
if out_socket == node.sockets[0]:
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col1 = c.parse_vector_input(node.inputs[1])
col2 = c.parse_vector_input(node.inputs[2])
col3 = c.parse_vector_input(node.inputs[3])
scale = c.parse_value_input(node.inputs[4])
res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
# Fac
else:
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scale = c.parse_value_input(node.inputs[4])
res = 'tex_brick_f({0} * {1})'.format(co, scale)
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if state.sample_bump:
c.write_bump(node, res)
return res
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def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_checker)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
# Color
if out_socket == node.sockets[0]:
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col1 = c.parse_vector_input(node.inputs[1])
col2 = c.parse_vector_input(node.inputs[2])
scale = c.parse_value_input(node.inputs[3])
res = f'tex_checker({co}, {col1}, {col2}, {scale})'
# Fac
else:
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scale = c.parse_value_input(node.inputs[3])
res = 'tex_checker_f({0}, {1})'.format(co, scale)
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if state.sample_bump:
c.write_bump(node, res)
return res
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def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# Pass through
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return c.to_vec3([0.0, 0.0, 0.0])
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def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
grad = node.gradient_type
if grad == 'LINEAR':
f = f'{co}.x'
elif grad == 'QUADRATIC':
f = '0.0'
elif grad == 'EASING':
f = '0.0'
elif grad == 'DIAGONAL':
f = f'({co}.x + {co}.y) * 0.5'
elif grad == 'RADIAL':
f = f'atan({co}.y, {co}.x) / PI2 + 0.5'
elif grad == 'QUADRATIC_SPHERE':
f = '0.0'
else: # SPHERICAL
f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)'
# Color
if out_socket == node.outputs[0]:
res = f'vec3(clamp({f}, 0.0, 1.0))'
# Fac
else:
res = f'(clamp({f}, 0.0, 1.0))'
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if state.sample_bump:
c.write_bump(node, res)
return res
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def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Color or Alpha output
use_color_out = out_socket == node.outputs[0]
# Already fetched
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if c.is_parsed(c.store_var_name(node)):
if use_color_out:
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return f'{c.store_var_name(node)}.rgb'
else:
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return f'{c.store_var_name(node)}.a'
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tex_name = c.node_name(node.name)
tex = c.make_texture(node, tex_name)
tex_link = node.name if node.arm_material_param else None
if tex is not None:
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state.curshader.write_textures += 1
if use_color_out:
to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
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res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link)}.rgb'
else:
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res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link)}.a'
state.curshader.write_textures -= 1
return res
# Empty texture
elif node.image is None:
tex = {
'name': tex_name,
'file': ''
}
if use_color_out:
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return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link))
return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link))
# Pink color for missing texture
else:
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tex_store = c.store_var_name(node)
if use_color_out:
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state.parsed[tex_store] = True
state.curshader.write_textures += 1
state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
state.curshader.write_textures -= 1
return f'{tex_store}.rgb'
else:
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state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);')
return f'{tex_store}.a'
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def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_magic)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
# Color
if out_socket == node.outputs[0]:
res = f'tex_magic({co} * {scale} * 4.0)'
# Fac
else:
res = f'tex_magic_f({co} * {scale} * 4.0)'
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if state.sample_bump:
c.write_bump(node, res, 0.1)
return res
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def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_musgrave)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
# detail = c.parse_value_input(node.inputs[2])
# distortion = c.parse_value_input(node.inputs[3])
# Color
if out_socket == node.outputs[0]:
res = f'vec3(tex_musgrave_f({co} * {scale} * 0.5))'
# Fac
else:
res = 'tex_musgrave_f({0} * {1} * 0.5)'.format(co, scale)
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if state.sample_bump:
c.write_bump(node, res)
return res
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def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_noise)
c.assets_add(os.path.join(c.get_sdk_path(), 'armory', 'Assets', 'noise256.png'))
c.assets_add_embedded_data('noise256.png')
state.curshader.add_uniform('sampler2D snoise256', link='$noise256.png')
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
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scale = c.parse_value_input(node.inputs[2])
detail = c.parse_value_input(node.inputs[3])
distortion = c.parse_value_input(node.inputs[4])#
# Color
if out_socket == node.outputs[0]:
res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
# Fac
else:
res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
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if state.sample_bump:
c.write_bump(node, res, 0.1)
return res
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def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Pass through
# Color
if out_socket == node.outputs[0]:
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return c.to_vec3([0.0, 0.0, 0.0])
# Density
else:
return '0.0'
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def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# Pass through
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return c.to_vec3([0.0, 0.0, 0.0])
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def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
outp = 0
if out_socket.type == 'RGBA':
outp = 1
elif out_socket.type == 'VECTOR':
outp = 2
m = 0
if node.distance == 'MANHATTAN':
m = 1
elif node.distance == 'CHEBYCHEV':
m = 2
elif node.distance == 'MINKOWSKI':
m = 3
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c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_voronoi)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
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scale = c.parse_value_input(node.inputs[2])
exp = c.parse_value_input(node.inputs[4])
randomness = c.parse_value_input(node.inputs[5])
# Color or Position
if out_socket == node.outputs[1] or out_socket == node.outputs[2]:
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5})'.format(co, randomness, m, outp, scale, exp)
# Distance
else:
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5}).x'.format(co, randomness, m, outp, scale, exp)
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if state.sample_bump:
c.write_bump(node, res)
return res
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def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_wave)
if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
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scale = c.parse_value_input(node.inputs[1])
distortion = c.parse_value_input(node.inputs[2])
detail = c.parse_value_input(node.inputs[3])
detail_scale = c.parse_value_input(node.inputs[4])
if node.wave_profile == 'SIN':
wave_profile = 0
else:
wave_profile = 1
if node.wave_type == 'BANDS':
wave_type = 0
else:
wave_type = 1
# Color
if out_socket == node.outputs[0]:
res = 'vec3(tex_wave_f({0} * {1},{2},{3},{4},{5},{6}))'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
# Fac
else:
res = 'tex_wave_f({0} * {1},{2},{3},{4},{5},{6})'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
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if state.sample_bump:
c.write_bump(node, res)
return res